using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using OneLine.Components;

using _3DGame.Components;
using OneLine2.Components;

namespace OneLine2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;

        SpriteBatch spriteBatch;
        int windowWidth;
        int windowHeight;
        ModelManager manager;
        public CameraComponent camera;
        DebugComponent debug;
        
        public Game1()
        {
            
            graphics = new GraphicsDeviceManager(this);
            graphics.IsFullScreen = true;
            Content.RootDirectory = "Content";
            camera = new CameraComponent(this);
            manager = new ModelManager(this);
            debug = new DebugComponent(this);
            Components.Add(camera);
            Components.Add(manager);
            Components.Add(debug);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
            // TODO: Add your initialization logic here
            // Setup frame buffer.
            graphics.SynchronizeWithVerticalRetrace = false;
            windowWidth = GraphicsDevice.DisplayMode.Width / 2;
            windowHeight = GraphicsDevice.DisplayMode.Height / 2;
            graphics.PreferredBackBufferWidth = windowWidth;
            graphics.PreferredBackBufferHeight = windowHeight;
            graphics.PreferMultiSampling = true;
            graphics.ApplyChanges();

            InitCamera();
           
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            PerformCameraCollisionDetection();
            // TODO: Add your update logic here

            base.Update(gameTime);
           // PerformCameraCollisionDetection();

        }

       

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.YellowGreen);

         

            GraphicsDevice.BlendState = BlendState.Opaque;
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
            GraphicsDevice.SamplerStates[1] = SamplerState.LinearWrap;
            GraphicsDevice.SamplerStates[2] = SamplerState.LinearWrap;
            base.Draw(gameTime);
        }





        private void InitCamera()
        {
            GraphicsDevice device = graphics.GraphicsDevice;
            float aspectRatio = (float)windowWidth / (float)windowHeight;

            camera.Perspective(90.0F, aspectRatio, 0.01F, 3000.0F);
            camera.Position = new Vector3(0.0f, 0.5f, 0.0f);
            camera.Acceleration = new Vector3(4.0f, 4.0f, 4.0f);
            camera.Velocity = new Vector3(1.0f, 1.0f, 1.0f);
            camera.OrbitMinZoom = 50.5f;
            camera.OrbitMaxZoom = 5000.0f;


            camera.OrbitOffsetDistance = camera.OrbitMinZoom;
            camera.Rotate(0.0f, 0.0f, 0.0f);
            camera.CurrentBehavior  = Camera.Behavior.Orbit;

        }

        private void PerformCameraCollisionDetection()
        {
            
                Vector3 newPos = camera.Position;

                
                if (camera.Position.Y < 0.5F)
                    newPos.Y = 0.5F;

                
                camera.Position = newPos;
            
        }
    }
}
